"use strict";
cc._RF.push(module, '12783EOrJhFdqcGZHPScal/', 'CarWheelWeaponControl');
// scripts/CarWheelWeaponControl.js

"use strict";

var t = require;
var e = module;
var o = exports;

var _i,
    n = void 0 && (void 0).__extends || (_i = function i(t, e) {
  return (_i = Object.setPrototypeOf || {
    __proto__: []
  } instanceof Array && function (t, e) {
    t.__proto__ = e;
  } || function (t, e) {
    for (var o in e) {
      Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o]);
    }
  })(t, e);
}, function (t, e) {
  function o() {
    this.constructor = t;
  }

  _i(t, e), t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o());
}),
    a = void 0 && (void 0).__decorate || function (t, e, o, i) {
  var n,
      a = arguments.length,
      r = a < 3 ? e : null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
  if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);else for (var s = t.length - 1; s >= 0; s--) {
    (n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
  }
  return a > 3 && r && Object.defineProperty(e, o, r), r;
};

Object.defineProperty(o, "__esModule", {
  value: !0
});
var r = t("GameConstant"),
    s = t("GameLogic"),
    l = t("Util"),
    c = t("WeaponControl"),
    d = cc._decorator,
    h = d.ccclass,
    p = (d.property, function (t) {
  function e() {
    var e = null !== t && t.apply(this, arguments) || this;
    return e._gameLogic = new s.GameLogic(), e._weaponControl = null, e.isGameOver = !1, e.nCarTag = 0, e.bSawCollision = !1, e.bElecSawCollision = !1, e.curSawDate = 0, e.curElecSawDate = 0, e.bSceneRightSaw = !1, e.bSceneLeftSaw = !1, e.isHammerDamage = !1, e.isdoubleSawDamage = !1, e.isSawDamage = !1, e.isElecSawDamage = !1, e;
  }

  return n(e, t), e.prototype.init = function (t, e, o) {
    o ? (this.node.active = !0, this._weaponControl = t, this.nCarTag = e, this.isGameOver = !1, this.node.getComponent(cc.Collider).tag = this._gameLogic.getCollideTag(e, r.Collide_Weapon_Tag.wheel)) : this.node.active = !1;
  }, e.prototype.onGameStart = function () {
    this.isGameOver = !1;
  }, e.prototype.onGameOver = function () {
    this.isGameOver = !0;
  }, e.prototype.onGameBoutReady = function () {
    this.node.active = !1;
  }, e.prototype.onGameBoutStart = function () {
    this.isGameOver = !1;
  }, e.prototype.onGameBoutOver = function () {
    this.isGameOver = !0;
  }, e.prototype.onAirShipIn = function () {
    this.node.active = !1;
  }, e.prototype.onAirShipOut = function () {
    this.node.active = !0;
  }, e.prototype.onCollisionEnter = function (t, e) {
    if (!this.isGameOver) {
      var o = this._gameLogic.getColliderCarTag(e.tag);

      if (t.node.group === r.Collide_Group_Blade) {
        if (o == this.nCarTag && o == this.nCarTag) return void (t.tag == r.Collide_Weapon_Tag.SceneRight_Saw ? this.damageRightSawHp() : t.tag == r.Collide_Weapon_Tag.SceneLeft_Saw && this.damageLefSawHp());
      } else t.node.group == r.Collide_Group_Car.wheel && o == this.nCarTag && this.onCollideCarWheel("wheelWheel", !0, !1);

      var i = this._gameLogic.getColliderCarTag(t.tag),
          n = t.world.position;

      if (i != o && o == this.nCarTag) switch (this._gameLogic.getColliderWeaponTag(t.tag)) {
        case r.Collide_Weapon_Tag.Hammer:
          this.damageHammerHp(n), l.Util.respownStarParticle(n);
          break;

        case r.Collide_Weapon_Tag.Saw:
          this.damageSawHp(), this.bSawCollision = !0, this.curSawDate = 0;
          break;

        case r.Collide_Weapon_Tag.Rocket:
          this.damageRocketHp(t);
          break;

        case r.Collide_Weapon_Tag.ElecSaw:
          this.damageElecSawHp();
          break;

        case r.Collide_Weapon_Tag.Fist:
          l.Util.respownStarParticle(n), this.damageFistHp();
          break;

        case r.Collide_Weapon_Tag.DoubleSaw:
          this.damageDoubleSawHp(n), l.Util.respownStarParticle(n);
          break;

        case r.Collide_Weapon_Tag.Gatlin:
          this.damageGatlinHp(t);
          break;

        case r.Collide_Weapon_Tag.Grenade:
          this.damageGrenadeHp(t);
          break;

        case r.Collide_Weapon_Tag.Laser:
          this.damageLaserHp(t);
          break;

        case r.Collide_Weapon_Tag.shotgun:
          this.damageShotgunHp(t);
          break;

        case r.Collide_Weapon_Tag.boomerang:
          this.damageBoomerangHp(t);
      }
    }
  }, e.prototype.onCollisionStay = function () {
    this.isGameOver;
  }, e.prototype.onCollisionExit = function (t, e) {
    if (!this.isGameOver) {
      var o = this._gameLogic.getColliderCarTag(t.tag),
          i = this._gameLogic.getColliderCarTag(e.tag);

      if (t.node.group === r.Collide_Group_Blade) {
        if (i == this.nCarTag) return i == this.nCarTag ? void (t.tag == r.Collide_Weapon_Tag.SceneRight_Saw ? this.bSceneRightSaw = !1 : t.tag == r.Collide_Weapon_Tag.SceneLeft_Saw && (this.bSceneLeftSaw = !1)) : void 0;
      } else t.node.group == r.Collide_Group_Car.wheel && i == this.nCarTag && this && this.onCollideCarWheel("wheelWheel", !1, !0);

      if (o != i && i == this.nCarTag) switch (this._gameLogic.getColliderWeaponTag(t.tag)) {
        case r.Collide_Weapon_Tag.Hammer:
          this.isHammerDamage = !1;
          break;

        case r.Collide_Weapon_Tag.Saw:
          this.isSawDamage = !1, this.bSawCollision = !1, this.curSawDate = 0, this.sawLeaveCar(o, r.Collide_Weapon_Tag.Saw);
          break;

        case r.Collide_Weapon_Tag.Rocket:
          break;

        case r.Collide_Weapon_Tag.ElecSaw:
          this.isElecSawDamage = !1, this.bElecSawCollision = !1, this.curElecSawDate = 0;
          break;

        case r.Collide_Weapon_Tag.Fist:
          break;

        case r.Collide_Weapon_Tag.DoubleSaw:
          this.isdoubleSawDamage = !1;
      }
    }
  }, e.prototype.damageRightSawHp = function () {
    this._weaponControl.damageRightSawHp(!1), this.bSceneRightSaw = !0;
  }, e.prototype.damageLefSawHp = function () {
    this._weaponControl.damageLefSawHp(!1), this.bSceneLeftSaw = !0;
  }, e.prototype.damageHammerHp = function (t) {
    this._weaponControl.damageHammerHp(t), this.isHammerDamage = !0;
  }, e.prototype.mineBlowOff = function (t) {
    this._weaponControl.mineBlowOff(t);
  }, e.prototype.damageDoubleSawHp = function (t) {
    this._weaponControl.damageDoubleSawHp(t), this.isdoubleSawDamage = !0;
  }, e.prototype.damageSawHp = function () {
    this._weaponControl.damageSawHp(!1), this.isSawDamage = !0;
  }, e.prototype.damageElecSawHp = function () {
    this._weaponControl.damageElecSawHp(!1), this.isElecSawDamage = !0;
  }, e.prototype.sawLeaveCar = function (t, e) {
    this._weaponControl.sawLeaveCar(t, e);
  }, e.prototype.damageRocketHp = function (t) {
    this._weaponControl && this._weaponControl.damageRocketHp(t);
  }, e.prototype.damageGatlinHp = function (t) {
    this._weaponControl && this._weaponControl.damageGatlinHp(t);
  }, e.prototype.damageGrenadeHp = function (t) {
    this._weaponControl && this._weaponControl.damageGrenadeHp(t);
  }, e.prototype.damageShotgunHp = function (t) {
    this._weaponControl && this._weaponControl.damageShotgunHp(t);
  }, e.prototype.damageLaserHp = function (t) {
    this._weaponControl && this._weaponControl.damageLaserHp(t);
  }, e.prototype.damageBoomerangHp = function (t) {
    this._weaponControl && this._weaponControl.damageBoomerangHp(t);
  }, e.prototype.damageFistHp = function () {
    this._weaponControl.damageFistHp();
  }, e.prototype.onCollideCarWheel = function (t, e, o) {
    this._weaponControl && this._weaponControl.onCollideCarWheel(t, e, o);
  }, a([h], e);
}(c["default"]));
o["default"] = p;

cc._RF.pop();